FontFaceLayer.cpp 8.2 KB

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  1. /*
  2. * This source file is part of RmlUi, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://github.com/mikke89/RmlUi
  5. *
  6. * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
  7. * Copyright (c) 2019 The RmlUi Team, and contributors
  8. *
  9. * Permission is hereby granted, free of charge, to any person obtaining a copy
  10. * of this software and associated documentation files (the "Software"), to deal
  11. * in the Software without restriction, including without limitation the rights
  12. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  13. * copies of the Software, and to permit persons to whom the Software is
  14. * furnished to do so, subject to the following conditions:
  15. *
  16. * The above copyright notice and this permission notice shall be included in
  17. * all copies or substantial portions of the Software.
  18. *
  19. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  20. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  21. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  22. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  23. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  24. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  25. * THE SOFTWARE.
  26. *
  27. */
  28. #include "precompiled.h"
  29. #include "FontFaceLayer.h"
  30. #include "../../Include/RmlUi/Core/Core.h"
  31. #include "FontFaceHandleDefault.h"
  32. #include "FontDatabaseDefault.h"
  33. namespace Rml {
  34. namespace Core {
  35. #ifndef RMLUI_NO_FONT_INTERFACE_DEFAULT
  36. FontFaceLayer::FontFaceLayer(const SharedPtr<const FontEffect>& _effect) : colour(255, 255, 255)
  37. {
  38. effect = _effect;
  39. if (effect)
  40. colour = effect->GetColour();
  41. }
  42. FontFaceLayer::~FontFaceLayer()
  43. {}
  44. bool FontFaceLayer::Generate(const FontFaceHandleDefault* handle, const FontFaceLayer* clone, bool clone_glyph_origins)
  45. {
  46. // Clear the old layout if it exists.
  47. {
  48. // @performance: We could be much smarter about this, e.g. such as adding new glyphs to the existing texture layout and textures.
  49. // Right now we re-generate the whole thing, including textures.
  50. for (auto& texture : textures)
  51. texture.RemoveDatabaseCache();
  52. texture_layout = TextureLayout{};
  53. characters.clear();
  54. textures.clear();
  55. }
  56. const FontGlyphMap& glyphs = handle->GetGlyphs();
  57. // Generate the new layout.
  58. if (clone)
  59. {
  60. // Clone the geometry and textures from the clone layer.
  61. characters = clone->characters;
  62. // Copy the cloned layer's textures.
  63. for (size_t i = 0; i < clone->textures.size(); ++i)
  64. textures.push_back(clone->textures[i]);
  65. // Request the effect (if we have one) and adjust the origins as appropriate.
  66. if (effect && !clone_glyph_origins)
  67. {
  68. for (auto& pair : glyphs)
  69. {
  70. CodePoint code_point = pair.first;
  71. const FontGlyph& glyph = pair.second;
  72. RMLUI_ASSERT(characters.find(code_point) != characters.end());
  73. Character& character = characters[code_point];
  74. Vector2i glyph_origin(Math::RealToInteger(character.origin.x), Math::RealToInteger(character.origin.y));
  75. Vector2i glyph_dimensions(Math::RealToInteger(character.dimensions.x), Math::RealToInteger(character.dimensions.y));
  76. if (effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph))
  77. {
  78. character.origin.x = (float)glyph_origin.x;
  79. character.origin.y = (float)glyph_origin.y;
  80. }
  81. else
  82. character.texture_index = -1;
  83. }
  84. }
  85. }
  86. else
  87. {
  88. // Initialise the texture layout for the glyphs.
  89. characters.reserve(glyphs.size());
  90. for (auto& pair : glyphs)
  91. {
  92. CodePoint code_point = pair.first;
  93. const FontGlyph& glyph = pair.second;
  94. Vector2i glyph_origin(0, 0);
  95. Vector2i glyph_dimensions = glyph.bitmap_dimensions;
  96. // Adjust glyph origin / dimensions for the font effect.
  97. if (effect)
  98. {
  99. if (!effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph))
  100. continue;
  101. }
  102. Character character;
  103. character.origin = Vector2f((float)(glyph_origin.x + glyph.bearing.x), (float)(glyph_origin.y - glyph.bearing.y));
  104. character.dimensions = Vector2f((float)glyph_dimensions.x - glyph_origin.x, (float)glyph_dimensions.y - glyph_origin.y);
  105. characters[code_point] = character;
  106. // Add the character's dimensions into the texture layout engine.
  107. texture_layout.AddRectangle((int)code_point, glyph_dimensions - glyph_origin);
  108. }
  109. constexpr int max_texture_dimensions = 1024;
  110. // Generate the texture layout; this will position the glyph rectangles efficiently and
  111. // allocate the texture data ready for writing.
  112. if (!texture_layout.GenerateLayout(max_texture_dimensions))
  113. return false;
  114. // Iterate over each rectangle in the layout, copying the glyph data into the rectangle as
  115. // appropriate and generating geometry.
  116. for (int i = 0; i < texture_layout.GetNumRectangles(); ++i)
  117. {
  118. TextureLayoutRectangle& rectangle = texture_layout.GetRectangle(i);
  119. const TextureLayoutTexture& texture = texture_layout.GetTexture(rectangle.GetTextureIndex());
  120. CodePoint code_point = (CodePoint)rectangle.GetId();
  121. RMLUI_ASSERT(characters.find(code_point) != characters.end());
  122. Character& character = characters[code_point];
  123. // Set the character's texture index.
  124. character.texture_index = rectangle.GetTextureIndex();
  125. // Generate the character's texture coordinates.
  126. character.texcoords[0].x = float(rectangle.GetPosition().x) / float(texture.GetDimensions().x);
  127. character.texcoords[0].y = float(rectangle.GetPosition().y) / float(texture.GetDimensions().y);
  128. character.texcoords[1].x = float(rectangle.GetPosition().x + rectangle.GetDimensions().x) / float(texture.GetDimensions().x);
  129. character.texcoords[1].y = float(rectangle.GetPosition().y + rectangle.GetDimensions().y) / float(texture.GetDimensions().y);
  130. }
  131. // Generate the textures.
  132. for (int i = 0; i < texture_layout.GetNumTextures(); ++i)
  133. {
  134. Texture texture;
  135. if (!texture.Load(CreateString(64, "?font::%p/%p/%d/%d", handle, effect.get(), i, handle->GetVersion())))
  136. return false;
  137. textures.push_back(texture);
  138. }
  139. }
  140. return true;
  141. }
  142. // Generates the texture data for a layer (for the texture database).
  143. bool FontFaceLayer::GenerateTexture(const FontGlyphMap& glyphs, UniquePtr<const byte[]>& texture_data, Vector2i& texture_dimensions, int texture_id)
  144. {
  145. if (texture_id < 0 ||
  146. texture_id > texture_layout.GetNumTextures())
  147. return false;
  148. // Generate the texture data.
  149. texture_data = texture_layout.GetTexture(texture_id).AllocateTexture();
  150. texture_dimensions = texture_layout.GetTexture(texture_id).GetDimensions();
  151. for (int i = 0; i < texture_layout.GetNumRectangles(); ++i)
  152. {
  153. TextureLayoutRectangle& rectangle = texture_layout.GetRectangle(i);
  154. CodePoint code_point = (CodePoint)rectangle.GetId();
  155. RMLUI_ASSERT(characters.find(code_point) != characters.end());
  156. Character& character = characters[code_point];
  157. if (character.texture_index != texture_id)
  158. continue;
  159. auto it = glyphs.find((CodePoint)rectangle.GetId());
  160. if (it == glyphs.end())
  161. continue;
  162. const FontGlyph& glyph = it->second;
  163. if (effect == nullptr)
  164. {
  165. // Copy the glyph's bitmap data into its allocated texture.
  166. if (glyph.bitmap_data)
  167. {
  168. byte* destination = rectangle.GetTextureData();
  169. const byte* source = glyph.bitmap_data;
  170. for (int j = 0; j < glyph.bitmap_dimensions.y; ++j)
  171. {
  172. for (int k = 0; k < glyph.bitmap_dimensions.x; ++k)
  173. destination[k * 4 + 3] = source[k];
  174. destination += rectangle.GetTextureStride();
  175. source += glyph.bitmap_dimensions.x;
  176. }
  177. }
  178. }
  179. else
  180. {
  181. effect->GenerateGlyphTexture(rectangle.GetTextureData(), Vector2i(Math::RealToInteger(character.dimensions.x), Math::RealToInteger(character.dimensions.y)), rectangle.GetTextureStride(), glyph);
  182. }
  183. }
  184. return true;
  185. }
  186. // Returns the effect used to generate the layer.
  187. const FontEffect* FontFaceLayer::GetFontEffect() const
  188. {
  189. return effect.get();
  190. }
  191. // Returns on the layer's textures.
  192. const Texture* FontFaceLayer::GetTexture(int index)
  193. {
  194. RMLUI_ASSERT(index >= 0);
  195. RMLUI_ASSERT(index < GetNumTextures());
  196. return &(textures[index]);
  197. }
  198. // Returns the number of textures employed by this layer.
  199. int FontFaceLayer::GetNumTextures() const
  200. {
  201. return (int)textures.size();
  202. }
  203. // Returns the layer's colour.
  204. const Colourb& FontFaceLayer::GetColour() const
  205. {
  206. return colour;
  207. }
  208. #endif
  209. }
  210. }